Talk:Pet Wrangler (5A)

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First Attack

At level one, you choose one of two options for attack:

  1. Bite: Melee Weapon Attack: Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.
  2. Claws: Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  3. Hooves: Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
  4. Stomp: Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 7 (2d3 + 3) bludgeoning damage.
  5. Gore: Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Senses

  1. Keen Hearing and Smell: The pet has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Second Attack

At level X, you can select another attack from this list. You cannot choose the same you already choose for level 1.

  1. Bite: Melee Weapon Attack: Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.
  2. Claws: Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  3. Constrict: Melee Weapon Attack: +5 plus PB to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 10 + Athletics bonus). Until this grapple ends, the creature is restrained, and the pet can’t constrict another target.

Tactics

  1. Pack Tactics: The pet has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  2. Bite & Trip: Prerequisite: Bite attack If the pet hits with a bite attack, the target must succeed on a Strength saving throw, DC 10 + Strength bonus, or be knocked prone.
  3. Pounce: If the pet moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw, DC 10 + Strength bonus, or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
  4. Trampling Charge: If the pet moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
  5. Hold Breath. The alligator can hold its breath for 15 minutes.
  6. Rampage: When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
  7. Weasel Musk. Any creature that starts its turn within 5 feet of the dire weasel must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the dire weasel’s Weasel Musk for 24 hours. Mongoose, weasels, and similar beasts are immune to this trait.
  8. Jumper. The dire has advantage on Acrobatics checks involving jumping.
  9. Trample: When a bull attempts to overrun an opponent. If the bull knocks the target down, it may immediately make two hoof attacks against him or her, gaining the standard +4 bonus to attack rolls against prone targets.
  10. Trample. If the bison moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the bison can make one stomp attack against it as a bonus action.
  11. Tuck In. The giant armadillo tucks its entire body into its shell, forming an armored ball. While in this form, it moves by rolling around, it has resistance to bludgeoning, piercing, and slashing damage, and it can’t take the Attack action or burrow. The giant armadillo can return to its true form as a bonus action.
  12. Poisonous Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  13. Swallow: The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.